(求高手帮忙,谢谢)
我用Direct3D画出高程的图像,但是图像在旋转到一定角度的时候,某些图像会被背后的图像覆盖。如下图:
正常显示:
部分图像被覆盖:
代码:
/--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = nullptr;
HWND g_hWnd = nullptr;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = nullptr;
ID3D11Device1* g_pd3dDevice1 = nullptr;
ID3D11DeviceContext* g_pImmediateContext = nullptr;
ID3D11DeviceContext1* g_pImmediateContext1 = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
IDXGISwapChain1* g_pSwapChain1 = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11Texture2D* g_pDepthStencil = nullptr;
ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
ID3D11VertexShader* g_pVertexShader = nullptr;
ID3D11PixelShader* g_pPixelShader = nullptr;
ID3D11PixelShader* g_pPixelShaderSolid = nullptr;
ID3D11InputLayout* g_pVertexLayout = nullptr;
ID3D11Buffer* g_pTriangleVertexBuffer = nullptr;
ID3D11Buffer* g_pTriangleIndexBuffer = nullptr;
ID3D11Buffer* g_pTriangleIndexRvsBuffer = nullptr;
ID3D11Buffer* g_pLineVertexBuffer = nullptr;
ID3D11Buffer* g_pLineIndexBuffer = nullptr;
ID3D11Buffer* g_pConstantBuffer = nullptr;
XMMATRIX g_World;
XMMATRIX g_View;
XMMATRIX g_Projection;
ID3D11RasterizerState* g_pRasterizerState;
ID3D11RasterizerState* g_pRasterizerStateNet;
ID3D11ShaderResourceView* g_pTextureRV = nullptr;
ID3D11SamplerState* g_pSamplerLinear = nullptr;
ID3D11Buffer* g_pVertexBuffer = nullptr;
ID3D11Buffer* g_pIndexBuffer = nullptr;
HRESULT Grid3DView::InitDevice()
{
InitGridData();
//RefreshData();
HRESULT hr = S_OK;
RECT rc;
GetClientRect(g_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
if (hr == E_INVALIDARG)
{
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
// Create swap chain
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
TRACE(_T("DirectX 11.1 or later\n"));
hr = g_pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1));
if (SUCCEEDED(hr))
{
(void)g_pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1));
}
DXGI_SWAP_CHAIN_DESC1 sd;
ZeroMemory(&sd, sizeof(sd));
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1);
if (SUCCEEDED(hr))
{
hr = g_pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain));
}
dxgiFactory2->Release();
}
else
{
TRACE(_T("DirectX 11.0 systems\n"));
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain);
}
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory->MakeWindowAssociation(g_hWnd, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return hr;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return hr;
hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
if (FAILED(hr))
return hr;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if (FAILED(hr))
return hr;
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, nullptr);
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports(1, &vp);
// Compile the vertex shader
ID3DBlob* pVSBlob = nullptr;
hr = CompileShaderFromFile(SHADER_FILENAME, "VS", "vs_4_0", &pVSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
if (FAILED(hr))
{
pVSBlob->Release();
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout);
pVSBlob->Release();
if (FAILED(hr))
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
// Compile the pixel shader
ID3DBlob* pPSBlob = nullptr;
hr = CompileShaderFromFile(SHADER_FILENAME, "PS", "ps_4_0", &pPSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
pPSBlob->Release();
if (FAILED(hr))
return hr;
// Compile the pixel shader
pPSBlob = nullptr;
hr = CompileShaderFromFile(SHADER_FILENAME, "PSSolid", "ps_4_0", &pPSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShaderSolid);
pPSBlob->Release();
if (FAILED(hr))
return hr;